Removed the 100 light limit

This commit is contained in:
Grayson Riffe (Desktop) 2021-09-12 20:18:56 -05:00
parent 0105eeb075
commit b007d3f18e
4 changed files with 41 additions and 13 deletions

View File

@ -77,7 +77,7 @@ BEGIN
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "TODO: <Company name>"
VALUE "CompanyName", "Grayson Riffe"
VALUE "FileDescription", "Nothin' Fancy Example Application"
VALUE "FileVersion", "1.0.0.0"
VALUE "InternalName", "Game.exe"

View File

@ -13,7 +13,7 @@ void MainState::onEnter() {
text.centered(true);
uiTex.create(nf::BaseAssets::logo, nf::Vec2(0.025, 0.025), 0.5);
button.create(nf::Vec2(0.8, 0.025), "Reset");
light.create(nf::Vec3(0.0, 5.0, 0.0), nf::Vec3(1.0, 1.0, 1.0), 1.3);
light.create(nf::Vec3(0.0, 5.0, 0.0), nf::Vec3(1.0, 1.0, 1.0));
cm.create(nf::BaseAssets::cubemap);
}

View File

@ -29,6 +29,7 @@ uniform Camera camera;
uniform Material material;
uniform Light light[100];
uniform int numberOfLights;
uniform bool isContinued;
out vec4 outColor;
@ -42,14 +43,15 @@ void main() {
matDiff = material.diffuseColor;
vec3 matSpec = vec3(1.0);
if(material.hasSpecTex)
matSpec = texture(material.specularTexture, texCoord).rgb;
if (material.hasSpecTex)
matSpec = texture(material.specularTexture, texCoord).rgb;
float ambientStrength = 0.5f;
vec3 ambient = ambientStrength * matDiff;
if (!isContinued)
color += ambient;
for (int i = 0; i < numberOfLights; i++) {
float ambientStrength = 0.2f;
vec3 ambient = ambientStrength * matDiff;
if (i == numberOfLights - 1 && numberOfLights == 1) {
color += ambient;
break;
}
@ -81,7 +83,7 @@ void main() {
float length = length(light[i].pos - fragPos);
float att = clamp(10.0 / length, 0.0, 1.0) * light[i].strength;
color += ((ambient + diffuse + specular) * att);
color += ((diffuse + specular) * att);
continue;
}
}

View File

@ -148,15 +148,41 @@ namespace nf {
m_entityShader->setUniform("proj", proj);
for (Entity* draw : m_lGame) {
Entity& curr = *draw;
//TODO: Clean this up a bit
m_entityShader->setUniform("numberOfLights", (int)m_lights.size() + 1);
for (unsigned int i = 0; i < m_lights.size(); i++) {
m_lights[i]->bind(m_entityShader, i);
unsigned int drawCount = (unsigned int)std::ceil(m_lights.size() / 100.0);
if (drawCount == 0)
drawCount++;
unsigned int lightsRemaining = m_lights.size();
int currLight;
if (lightsRemaining > 100)
currLight = -100;
else
currLight = -(int)lightsRemaining;
for (unsigned int i = 0; i < drawCount; i++) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_entityShader->setUniform("isContinued", false);
if (i != 0) {
glBlendFunc(GL_ONE, GL_ONE);
glDepthFunc(GL_LEQUAL);
m_entityShader->setUniform("isContinued", true);
}
unsigned int currLightsDrawn;
if (lightsRemaining >= 100)
currLightsDrawn = 100;
else
currLightsDrawn = lightsRemaining;
lightsRemaining -= currLightsDrawn;
currLight += (int)currLightsDrawn;
m_entityShader->setUniform("numberOfLights", (int)currLightsDrawn + 1);
for (unsigned int j = 0; j < currLightsDrawn; j++) {
m_lights[j + (unsigned int)currLight]->bind(m_entityShader, j);
}
curr.render(m_entityShader);
}
curr.render(m_entityShader);
glDepthFunc(GL_LESS);
}
m_lGame.clear();
m_lights.clear();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//Draw cubemap where there isn't anything else
if (m_cubemap != nullptr) {